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Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Old 06-12-2015, 02:32 PM   #41
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

80-85th% of draft class scouted??? That is way too easy.

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Old 06-12-2015, 02:35 PM   #42
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Quote:
Originally Posted by Step2001
Edit Draft Class - Because Schefter has audio on specific players in the draft, I would think that alone would cancel out editing.
Then they should give us a choice between a) having player specific audio, b) let us change their name which completely cancels in-draft audio or c) changing their name after the draft.
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Old 06-12-2015, 02:41 PM   #43
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

It could still be tuned but looking at the way Madden rates rookies anyway it's not too far off. Most first round picks usually come in from about 84 to maybe a 75 overall. Ratings for Madden created rookies are inflated anyway since I see players regularly above 80 awareness so those numbers are going to be higher.
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Old 06-12-2015, 02:43 PM   #44
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by jpdavis82
Do you guys think the way scouting was in M15 was realistic? Where you knew every players attributes prior to the draft? Do you feel like you should know everything before the draft about a player and then there's no other factors to create risk for drafting them is simulation? The way it is now you don't know all their attributes and there's the risk they perform poorly at the combine no matter what the scouting grade shows. The draft Shop had is not the be all end all for how it works and not only that, they can still tune all of this before the game releases to make it more challenging.
JP cmon man. You can scout their "true draft value" now, is that any more or less realistic than how scouting was in 15? Atleast in 15 players could be their own scout and unlock the attribute that were important to them and what they looked for at certain positions. The hand holding in madden this year is ridiculous
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Old 06-12-2015, 02:49 PM   #45
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Were there more rookie portraits that you noticed? There was still a bunch of repeats in the same draft. Its annoying when you have multiple same portraits on your team.
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Old 06-12-2015, 02:51 PM   #46
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by robertgriffin10
80-85th% of draft class scouted??? That is way too easy.

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I'm hoping that is just an arbitrary number and not close to the percentage that you can actually scout. I mean, M15's scouting system was far from perfect, but it least it took some strategy.

If that number is correct and let's say that I have a good, young QB. Personally I never waste scouting on kickers, punters, or fullbacks because usually I can find one in Free Agency.. So, in theory, shouldn't I be able to get the True Draft Value on pretty much every other player in the draft or at least close to it? If so, that doesn't seem to rewarding.
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Old 06-12-2015, 02:58 PM   #47
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

This is very very disappointing to hear. Not at all close to the improvements we were told were coming.
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Old 06-12-2015, 03:00 PM   #48
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Quote:
Originally Posted by Step2001
Edit Draft Class - Because Schefter has audio on specific players in the draft, I would think that alone would cancel out editing.
I don't see why this should be an excuse not to allow us to edit. The draft is the last time you'll hear that players name. The in game commentary doesn't announce the names of players who were not on the initial roster file. ...even tho NCAA 14 managed to have audio of every last name of generated players.
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